#blueprint

402296 messages ยท Page 870 of 403

ancient siren
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new is hit actor, and old is interactable hit actor

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idk if you needed to know that

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when i throw the gun and it is more than 200 away from me i get this error

odd ember
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you know there's an extra cost associated with every reroute node?

odd ember
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it costs memory to use it

ancient siren
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oh

odd ember
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it's not just free

ancient siren
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good thing i removed them

gentle urchin
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Its worth it

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for sanity

ancient siren
odd ember
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generally I try to make setups that don't require reroutes

ancient siren
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a little cleaner

gentle urchin
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otherwise the spaghetti monster will just continue to grow, and eat up from my screenspace

odd ember
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it's a good sanity check in and of itself: if you need reroute nodes you can probably rewrite your logic

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in a more sane way

ancient siren
gentle urchin
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this logic seem flawed

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by appearance

odd ember
odd ember
ancient siren
gentle urchin
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Sequence, branch, double do once,

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another sequence with two branches

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this part

odd ember
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cool, but if you want someone to help you then maybe that's a reason to clean it up

gentle urchin
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these two are mutually exclusive

ancient siren
gentle urchin
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so there's no need to check them both

ancient siren
# ancient siren

the issue is when i get close enough to it it is not getting the outline

gentle urchin
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well, perfect 200.0 would not be exclusive, but i bet that's not by intent

gentle urchin
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exactly that part

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either its > 200

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or its not

ancient siren
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what are you on about-

gentle urchin
onyx token
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i'm confused for why this cast fails rooThink1

ancient siren
onyx token
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i'm trying to get the parent actor of my player character...

ancient siren
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so

onyx token
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my player character is a child of my parent actor...

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so it should work shouldn't it? rooThink1

gentle urchin
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Also your do Once doesnt have resets to them , which may also cause trouble

ancient siren
gentle urchin
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well a reset to "stop tracing" would normally be "start tracing"

grand valve
gentle urchin
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If there was need for such a doOnce, that is

odd ember
onyx token
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no?

ancient siren
onyx token
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hm

ancient siren
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idk why

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but it needs it

grand valve
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@onyx token you should remove the parent actor node there and it will work

gentle urchin
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This is tick driven, right?

grand valve
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*should

ancient siren
onyx token
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not part of the child

ancient siren
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because yes it is

grand valve
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child has access to all parent variables

onyx token
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oh

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wait hang on

gentle urchin
onyx token
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but what do i cast to then?

gentle urchin
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"Start tracing" ?

grand valve
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@onyx token probably just your character parent

grand valve
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a child of a character_parent BP will return true when you cast to the parent

onyx token
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hm still fails...

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oh wait

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i'm dumb

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i didn't set this in the parent blueprint blank1

grand valve
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๐Ÿ™‚

gentle urchin
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so I'd clean this up a bit really

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I'd probably also use an interface for the highlight

ancient siren
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it is going up and down so you can see it all

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otherwise id have to send two screenshots

onyx token
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thank you for the help! v1

gentle urchin
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yepp, it's not really what i ment by "clean it up "

ancient siren
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oh

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right

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okay

gentle urchin
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I dont care much about how you handle your visuals ๐Ÿ˜›

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but there's a lot of stuff here that doesnt need to be here

ancient siren
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...okay

gentle urchin
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from the original screenshot, whats to the left of there?

ancient siren
gentle urchin
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aaand before that?

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what event drives this?

ancient siren
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tick event

gentle urchin
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ok

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is this within the controller ?

ancient siren
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yep

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this is the event graph of the BP_Player

gentle urchin
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gimme a sec

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gotta set this up

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with the outline material

ancient siren
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you want me to send it to you?

gentle urchin
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Nah

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i got one

ancient siren
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oh ok

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should i get some chips while you are "setting up"?

gentle urchin
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xD

ancient siren
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like

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is it enough time

gentle urchin
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yes

ancient siren
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kk

odd ember
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just real quick, what is it that you want to do that requires this much code in one place?

faint pasture
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@ancient sirenVariables my man

ancient siren
faint pasture
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You've never heard of a variable?

ancient siren
#

omg

odd ember
ancient siren
ancient siren
odd ember
ancient siren
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ill send a vid

faint pasture
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That's an unreadable clusterfuck. Reorganize it in such a way that only execution is traveling all over the place and it'll be a lot cleaner

odd ember
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because if it's anything to do with just visuals

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I promise you setting up a postprocessing material is less work

ancient siren
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if not you dont have an outline

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and the issue is that when i throw it and it is out of that range and the outline goes away

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it doesnt come back

onyx token
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dang inheritence rooMadCry
So how would i solve this? Only my player character - the child of the character parent - has a "follow camera" component, the Character parent doesn't.

faint pasture
odd ember
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when you leave, set it to false

ancient siren
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im new

odd ember
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once you have that, all you need is the postprocessing material

faint pasture
odd ember
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which is like a 5 min job

ancient siren
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i already have a material and everything

odd ember
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okay

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so do what I just said

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that's 2 mins

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no need for complicated stuff

gentle urchin
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sphere, and check for distance

odd ember
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I mean why

faint pasture
odd ember
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just use collisions on the weapon

gentle urchin
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distance was by intent

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to not highlight objects far away

odd ember
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yeah so highlight them when you enter a collision

gentle urchin
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that could highlight several

odd ember
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the collision is on the weapon and has a radius

gentle urchin
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its a focus thing

odd ember
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it's really not more complicated than that

faint pasture
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Then you have 2 glowing weapons etc. This is a 2 part problem.
Part 1
Have a variable on item representing whether or not it's focussed/highlighted
Part 2
Have that variable drive the material.

He already has Part 2, just doesn't have Part 1 set up correctly

ancient siren
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can i temporarily disable code like doing this in normal languages?

// if (wtv)
odd ember
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you can

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but you can also just unhook the execution

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which is faster

ancient siren
odd ember
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alt click the execution thread

faint pasture
ancient siren
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oh.

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i thought it woiuld be more complex than that but ok

odd ember
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the best things in code are simple

onyx token
ancient siren
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agreed

faint pasture
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@ancient sirenHonestly though, stop where you're at, and do SOMETHING on your own. You're way over your head just following along to a video.

ancient siren
gentle urchin
faint pasture
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OK so, start with this. Figure out where in the code the outline hiding/showing happens.

gentle urchin
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something like this should work

odd ember
onyx token
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the idea is to have a parent character class, and make a bunch of player characters / npcs / whatever as children

gentle urchin
peak summit
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How do you change a specific material in the Materials section at runtime by the Element? This horse for example has 4 mats, one for eye, hair, main body. Want to swap "Element 1"

gentle urchin
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set material ?

gentle urchin
barren sonnet
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Im trying to use splines to draw into the terrain virtual texture for roads and such . Does anyone know what actions I need to add to draw into it ?

onyx token
# odd ember good thinking

well now i'm struggling with inheritence rooMadCry
This doesn't work. I'm trying to access something in my animation blueprint that only one of my child classes can have

peak summit
gentle urchin
onyx token
peak summit
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my excuse is im coming from unity pretty fresh and everything is pulling teeth and i simply... assumed it was very difficult =/

gentle urchin
odd ember
gentle urchin
odd ember
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your class hierarchy

onyx token
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oh, it's parent character => player character

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And the idea is that the animation blueprint is specific to the parent character and can be used by all children

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But now my player character has a camera and no npc does

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and the camera manipulates some bones

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does that mean i should make 2 different animation blueprints?

faint pasture
gentle urchin
odd ember
onyx token
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b...but

faint pasture
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@onyx tokenWhat's your goal, what are you trying to do?

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Have a concept of LookDirection and modify animation for that?

faint pasture
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ok then put a rotation or vector on your character and drive it

onyx token
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how do you mean?

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it needs to use these

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and i've made it so it can go 180ยฐ without looking weird

barren sonnet
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Thanks Squize I'll try that. My plan was to use a mesh instance and apply a texture / renter to virtual texture to each instance so it would raw into the terrain..

odd ember
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otherwise you need an animBP subclass

onyx token
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hmm

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i guess my NPCs are gonna have a lookat function too rooThink1

gentle urchin
odd ember
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yeah I do lookAt for all my characters

earnest stream
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hey guys, with event bindings, is it 'safe'/not-inefficient to do this? ('null' is an empty function since its a by-ref input that cant be left empty)

onyx token
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i'm not sure

ancient siren
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whats the node to check collisions?

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if there is one, of course

odd ember
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and

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OnComponentEndOverlap

ancient siren
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kk ty

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just like c++... of course

barren sonnet
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@gentle urchin Got it working and it seems to run fairly well. I just had to make the Virtual texture variable visible when placing the spline so it could be selected. Thanks for your help!

odd ember
onyx token
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that way the child class can do whatever it wants

ancient siren
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the gun is Interactable btw

odd ember
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it'll be a red node

ancient siren
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that makes way more sense

odd ember
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you'll need to select the collision component

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then it'll appear at the top of the right click menu

ancient siren
odd ember
ancient siren
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ohh

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i see it

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yeah

quartz mural
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How can I get the "furthest left" vertices from an array loop on a procedural mesh?

odd ember
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depth first search?

quartz mural
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ok, I'll look that up.

odd ember
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I don't think you can in BP

quartz mural
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oh, pain

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I just need to check this array for the nodes that are furthest left. So I suspect I can just compare each index's value to the "max" value of any index.

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So first I need to know how to get the max value out of the index, and then I can just run the compare to pick the ones I want.

odd ember
quartz mural
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Rotation doesn't matter, left was just a word I used to draw the point out.

odd ember
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okay but still

ancient siren
quartz mural
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I'm going to send the line checks outward from the floor, then consider where walls belong.

odd ember
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the location of that point will change

odd ember
ancient siren
odd ember
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the outline, I don't know what you have made

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but if it's a postprocess material you'll need to do on the player

ancient siren
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this is the players bp

odd ember
ancient siren
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idk how to do that

ancient siren
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oh shoot

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i just

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i just did this and it showeds

odd ember
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yep

ancient siren
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showed

odd ember
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but

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on the cast

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you have the gun

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as a variable

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so just set it through that

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and then when you leave just remove it again

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that's literally all you need to do

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no complex distance checks etc.

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you don't need to reinvent collision

ancient siren
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I AM SO SORRY

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for bugging you

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but

ancient siren
odd ember
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sorry the mesh component on BP-Gun

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remove the get component by tag

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you dont need any of that

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just the cast node itself

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and from the cast node, get mesh

ancient siren
odd ember
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well that's the same image lol

ancient siren
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i just removed something dumb

odd ember
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idk if discord is f'ing with people today

ancient siren
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no its me

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its a different image, trust me

ancient siren
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i cant make it the mesh

odd ember
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whatever it's called

ancient siren
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FP_Gun

odd ember
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show the gun hierarchy

ancient siren
odd ember
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ok yeah

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so that

ancient siren
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when i drag off of the As BP Gun and type FP_Gun nothing shows up

odd ember
ancient siren
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it said Get Skeletal Mesh

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so i pressed enter

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and it popped up outside of the As BP Gun

odd ember
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hmm why is it not connected

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do you not have context search on?

ancient siren
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nope

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OH

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I GOT IT

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fucking FINALLY

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THIS SHOULDNT HAVE TAKEN ME THREE HOURS

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tysm

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i really appreciate it

odd ember
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no worries. there's still some kinks you can iron out

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but that's the major part of it

ancient siren
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it works for now

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@odd ember

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i promise this will be quick

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but

odd ember
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some kinks

ancient siren
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it is when i collide with the gun, not the collision circle

ancient siren
ancient siren
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that is an issue because it only has the outline when i am directly on it

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not on the collision circle\

odd ember
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just select the collision you want to use

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and create a new event

ancient siren
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so i want to use the on component end overlap (collision circle)

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so id make a custom event with that?

odd ember
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just do it with whatever other collision you wanna use

ancient siren
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the issue is that the collision circle is in the gun BP

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and i cant get it in the player bp

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should i make the collision circle be in the player instead of the gun?

odd ember
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if you make it in the gun, just cast to player to check for the player

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but yeah you can make the same setup

ancient siren
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i made it in the player and it works much better

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ty

languid spear
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a common suggestion to improve performance is disabling tick on actors. But I often worry about unexpected consequences of this. If no code is being run using event tick inside the blueprint, then tick can be disabled, simple as that? Or could this impact other things, perhaps net updates for example?

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very good to know. thank you!

odd ember
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wait that's a thing?

faint pasture
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You monster...

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I have some pretty fancy BPs so can I use Papyrus?

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Everyone knows Papyrus is fancy

trim matrix
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How does this not return the object?

faint pasture
trim matrix
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Oh do i need to add

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like a int to the forward vector

trim matrix
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*not ray tracing

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does it matter how large it is?

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so like 200?

faint pasture
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Assuming the player controller 0's position and rotation are what you actually want to use, then you want to trace from its location to its location + Forward x SomeBigNumber

trim matrix
#

oh wow

trim matrix
#

thanks to you to Lorash

odd ember
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looks like some UE5 nonsense. but also I love the comic sans

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this is the first I hear of it, but yeah I always wanted this

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so it's like an early holiday present

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I have just done this for my project

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I consider that my work on my project for the week dusts hands

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thanks

faint pasture
odd ember
peak summit
#

Man I cannot find any way to hook into the points or sections of terrain splines to toss to pathfinding. How we contact the devs ๐Ÿ˜…

icy dragon
#

That's a good idea for a tool.
Though I can only do Dear Imgui lol

peak summit
#

Speaking of fonts.. can you overwrite roboto with your own asset so it updates everything using it?

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Prototype with default but obviously will want to replace it later

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I can overwrite it?

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Gg

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Works for me ๐Ÿ˜†

peak summit
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Sometimes I wish I never learned unity. I'd have less concerns ๐Ÿ˜†

icy dragon
# peak summit Speaking of fonts.. can you overwrite roboto with your own asset so it updates e...
peak summit
#

Oh I don't care about the editor font just what's in all my widgets

icy dragon
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If I'm not mistaken the editor font asset uses the same font files as those

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I'll check it once I'm done dealing with C++ stuff

peak summit
#

Hmm ya it does so if I replace it would it change the editor lol

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I might want to make a new ttf for my widgets called game font that I can replace before I get too deep in UI

icy dragon
peak summit
#

Sure hope someone can ever answer my terrain spline question on how to get the points via API or hook into it during editor to at least create a run time accessible data set to use with pathfinding

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Really critical to the game idea

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If they only made it for editor time and you can't hook into it to duplicate a spline that'll be a huge blow

icy dragon
#

I haven't used terrain splines in a while, but weren't they bunch of actors?

peak summit
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It's not anything that shows up in the hierarchy

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I just really like how it conforms the terrain and can put down a texture without actually deforming the terrain

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If you delete the layer it simply restores the terrain

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Additive

paper gate
#

Tell about ads
Like what code to get ads

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There is code
Show intestitial ads
Load interstitial ads
Show banner ads
What are these

faint pasture
#

Ew no, ads, gross ๐Ÿคฎ

paper gate
#

๐Ÿง

topaz badger
#

is there anyway to do delay by parameter for sound cues?

icy dragon
#

Screw in-game ads.

zealous moth
oak cape
#

Unreal marks a BP as dirty when a Breakpoint is enabled on a node. Is there a setting to turn this behavior off? It's quite annoying to have multiple Blueprints that are marked dirty which are then saved (it's easy to forget which BP actually has changes and which one is marked dirty only because of breakpoints) and pollute a commit with BP changes that really have no real changes.

trim pollen
#

is there a better way to do this? is this way dumb? goal is to increment a value while X is held, decrement while C is held

hardy fable
#

its not dumb if it works. using the flip flops is a little obfuscatory in as much as crossing streams of code is generally a bad idea. it works here since flip flops use local variables internally (and thus isnt actually crossing between code paths). i still would be inclined to just have boolean properties set when input is held. Technically, a "cleaner" way you might do it is set your inputs up as axis inputs so that they constantly trigger. then you would not need to use the event tick node at all, as they tick for you.

trim pollen
#

its not dumb if it works.

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hooo (idk what i'm doing so ๐Ÿ˜› )

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and okay yeah that makes sense, thank you

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i'm probably going to be setting a couple other variables like this in the same blueprint, which is probably gonna get messy since it's all on event tick :/

#

oh just saw the last part of what you said

hardy fable
#

yeah, having a bunch of code hooked into tick that conditionally fires like your code above is generally going to get messy eventually, and should be separated out into event driven systems when possible. in your case since your system does do stuff per tick you need something running on tick in order for it to increment/decrement per frame. thats why i suggested the axes input method as that would still be per frame, but not required using the tick node

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*ALSO, your current code is going to not run the same on computors running at differant framerate (higher fps pcs will have their fov change faster, since they are ticking more)

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to fix that, multiply the addition node result with the delta seconds pin

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unless you want high fps computors to have fast fov change, obvs

trim pollen
#

awesome, gonna try switching to input axis now, thanks! and that is good to know

hardy fable
#

as a general rule thumb, you should multiply whatever you on doing on tick by the delta time. that is why they provide the pin

hardy fable
trim pollen
#

this way is much better! thanks again

hardy fable
#

np! youll pick up these tricks over time

faint pasture
#

or add/subtract on press/release

icy dragon
trim pollen
hexed glade
#

I've encountered something I don't understand while running macros with built in delay. Part of the macro function is adding and removing from a structure array. If I run it multiple times, it will always do the first part before the delay (which is adding to the array). Then after the delay it will only fire the removal from the array once. Does anyone know why this happens?

wicked osprey
#

Guys, why can't you return ref from an array of Objects?

icy dragon
maiden wadi
#

Can just call SetArrayElem if you need.

fair magnet
#

I made a custom event with a pass by reference property but it's showing me a warning that no value will be returned?

#

why not? :(

hexed glade
#

Found out why the macro isn't working. Apparently when you fire multiple instances of macros with delay, the later instances are canceled while the first macro is waiting to finish its delay. I tried splitting the macro into two with the delay running in between, but it seems it doesn't work either.

fair magnet
#

I wonder how do I create an over time intensifying shake?

icy dragon
fair magnet
icy dragon
fair magnet
oak vine
#

Hey guys, I've got a small 'understanding' issue with timelines inside a Blueprint actor. I've set up my Blueprint in a way that there's a 'reset' event at the start of sequencer to reset the animation back to its initial state. However, when I've got sequencer in 'playback loop' mode the Blueprint actor animation starts to 'snap' on the second and following rounds of playback (as you can see from the video below).

From what I can see, it's because the timeline hasn't finished playing yet. If I wait a couple of seconds before playing sequencer again, the animations behave as expected.

However, I don't want to wait! ๐Ÿ˜„ So how can I force the timeline nodes for the Blueprints to be finished and reset to their respective start positions when sequencer loops back to the start?

abstract socket
#

I'm trying to smooth my Character's Capsule from its half-height to crouched half-height but the problem is whenever it does so, there's some sort of offset (perhaps due to the shrinking of the collision capsule?) going on, which means the character's position kind of jitters on the Z axis.
In fact, if I take my character's location before crouching and after crouching, the Z location differs.
I'm simply lerping with a Timeline and then using SetCapsuleHalfHeight to set its new height.
The value lerps correctly between its start and end values, with a difference of 55, but as you can see in the video, by taking into account the starting location of the crouch, the end location is not exactly endZ = startZ - 55, but differs by it by some decimal points and as such the character gets pushed down / up.

fair magnet
oak vine
#

It's only that the Blueprint doesn't seem to get that information.

fair magnet
edgy stone
#

Hello im following a tutorial made in UE4 in UE5 and i know some nodes changed and i cant find the node they are talking about

oak vine
edgy stone
#

The vector plus in yellow i cant figure out how to get that

fair magnet
#

drag of the vector and hit +

edgy stone
#

Oh its just an add node

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Wow thank you im super dumb

fair magnet
oak vine
viral basalt
#

Why cant I connect multiple executions sockets to a blueprint function output?

fair magnet
#

So I wondered if I get a float... is this treated as a reference ? Can I do set-by-ref?

fair magnet
#

also this isn't going to work

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return breaks functions

viral basalt
#

hm

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so is there even a way to wrap the For Loop node?

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I want to input an amount of iterations instead of two indices

brisk sinew
fair magnet
#

macro

viral basalt
#

ooh thank you. thats the keyword i was missing. I will look into it

brisk sinew
#

Or if you need multiple returns, just add more funtion returns

fair magnet
#

So still o.o Are get-nodes of floats or vectors actual reference? or just copies?

brisk sinew
#

There are two get nodes from arrays. There is one for both get ref and get copy

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Or are you talking about straight variable getters for float var and vec var?

fair magnet
#

that's what I wanna do

brisk sinew
#

Never used that node before.

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Like

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Ever

fair magnet
#

I could obviously just switch but it looks cleaner that way :o and is less copy paste

brisk sinew
#

Whatever works

fair magnet
brisk sinew
#

Oh so its just like using pointers or & in c to pass a var by ref in a function parameter

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Well only way to know if it works is to unit test it

brisk sinew
# fair magnet

I think the target is supposed to be your function's vector input. And the value the selected location vector

fair magnet
#

The value is... it's value

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It seems to work but I'm currently tryna figure out what's saving my progress o.o Because I unplugged it but still works

brisk sinew
#

Only reason stuff saves between play sessions is the save and load functions. Or between levels is gamed instance

fair magnet
#

so yea value does in fact change

viral basalt
#

Made it into a macro. Thanks a lot for the help

brisk sinew
rain egret
#

i have a function thats there to offset and rotate a vector array.
basically i have a procedural mesh at the root component that builds a convex collision.
as we know only the root component checks for collision if he moves, thats why i am taking the mesh data of attached parts and add this in form of a convex collision. basically tricking the procedural mesh to add a collision where those parts are. this works.

however and this is the point i need help with, picture two shows the convex collision on the ship that has not rotated
picture three shows how my function handles rotation if the ship actually rotated. the location works, only the rotation doesnt wanna play nice.
any help would be appreciated, i think its literally a few nodes that would fix this but i am no expert at vector math so i am stumped

rain egret
#

inverse transform did it

fervent raft
#

Given a world transform vector, a rotator, and a double, is there an easier way to get the world transform vector in the direction of the rotator at the distance of the double without doing a lot of math and using a lot of nodes?

maiden wadi
fervent raft
#

well i drew a picture

maiden wadi
#

I'm still not sure if you're looking to just rotate the vector. Or multiply the rotator's vector by the double and add it to the world location you have.

#

Not sure what Known vector on that is, as it's a line.

fervent raft
#

neither i need to find a new vector given a vector, a rotator from the initial vector, and a distance along the direction of that rotator

stone wind
#

guys the hits arnt registering any help

#

when i shoot it sometimes goes through the A.I.

#

pls can i have help

stone wind
fervent raft
jaunty summit
#

How is that different?

fervent raft
#

i think ive almost got it though

icy dragon
fervent raft
#

i have to figure out a 2d triangle in 3d space before i can do that

fervent raft
jaunty summit
maiden wadi
#

That's not really an AI issue though. Nothing to do with Behavior trees or AI programming.

maiden wadi
jaunty summit
fervent raft
#

In case anyone was curious, I found an easier way: make a new vector with the size of the known distance, rotate it with the known angle rotator, and add it to the known vector

#

Avoids a lot of trig

earnest tangle
#

You mean hides the trig inside the rotation node ;)

fervent raft
#

:)

jaunty summit
dire frost
fervent raft
stone wind
viral basalt
dire frost
#

If you're using bps then by default the trace channel for the line trace should be "visible" if that's the case then maybe check the collision channels for your pawn and check if it's blocking against the visible channel or not

dire frost
jaunty summit
stone wind
#

but i have the collision lines shown

#

but when i hit with a bullet

#

that applies damage

#

it doesnt register

#

even though the A.I. has

#

a damage reciever

#

it works sometimes

#

but most of the tikmes it doesnt

viral basalt
stone wind
#

so

jaunty summit
#

But you need an array for that. I'm not sure what you're iterating though

viral basalt
#

just indices

jaunty summit
#

Ah ok, then this node isn't relevant for you

viral basalt
#

ye

onyx violet
#

im having issues with action mappings and axis mappings being different in packaged builds

#

is there anyway I can make sure that the action/axis mappings in the editor are synced with packaged shipping builds

white elbow
#

why do FBX files I import are always giant, and .obj files are always small?

earnest tangle
#

at least in blender you can configure the scale and such for your scene and for exporting, so you can get the scale to match in both it and UE

timid thunder
#

Would anyone know how to make a character rotate at the mouse position smoothly?

trim matrix
#

Hi everyone! i have an object with 200 tiny LED lights geo on it, and i need to animate each lights with differents colors, and intensity... do you know how to do so? would it be better to do it in BP or in the material?

timid thunder
#

Probz in bp but you will have to make a timeline for the alpha

solemn bramble
odd ember
#

managing 200 lights in BP will be very expensive

#

and you'll have to consider performance

#

in materials the LEDs could just be emissive

cosmic charm
#

Is there any way to add another widget here by pressing a button inside the first widget. Or can i only just create a widget into the viewport or change visibility

thin panther
#

But why do you have 2 nested canvas panels

cosmic charm
#

don ask

timid thunder
solemn bramble
timid thunder
#

rotation

trim matrix
crude pecan
#

Is there a way in blueprints to force Fullscreen (F11) when Play in selected viewport is clicked in the editor? I'm not talking about standalone game

#

Found a solution, use the command LevelEditor.ToggleImmersive

odd ember
#

glad we could help ๐Ÿ‘

thin panther
odd ember
cosmic charm
#

whats toxic about it

thin panther
#

Oh no ;-; my life is ruined

thin panther
crude pecan
#

Is there a way to detect PIE exit? I want to trigger an event when ESC is pressed...

odd ember
crude pecan
#

Yeah I just wanted a slight modification to the solution I have above. Remembering whether they were in immersive (F11 fulscreen) or not and on exiting pie reapply whichever mode they were in

odd ember
#

right but that does not change anything

#

you'll still have to go through cpp for stuff like this

#

tbh the entire thing sounds like something worth considering an editor subsystem for

crude pecan
#

NP, just wanted to be sure. I've seen there are ways by rebinding exit to something else, but that's not something I want to do

#

It's just for an editor tool

#

and it's handy that it fullscreens when PIE is hit for UI stuff

odd ember
crude pecan
#

This vid might help. Here I haven't got the UI up yet, but you can imagine that there are some controls there for variables. Excuse the Soundgarden ๐Ÿ˜…

#

I'm not in fullscreen here but would imagine the ideal use case would have fullscreen enabled

odd ember
#

like I said, I don't think you'll find a solution outside of cpp

#

this is different than the console command hack

#

because you need the delegate that triggers when PIE stops

#

which is probably deep inside the engine

crude pecan
#

No problem, it's not the end of the world

#

Thanks for the insight though

#

I think they can live with having to press F11 on exit, or I'll just make the UI a little more tolerant to weird aspects

#

Never mind I solved it

#

๐Ÿ˜…

#

end play event

odd ember
#

just remember that that will trigger regardless of PIE

crude pecan
#

As long as it's only in this blueprint which is only used for this tool that should be ok?

#

This tool is only for editor side and would never end up in a packaged game etc

#

it generates content for the content browser

odd ember
#

right but right now it's going to get packaged. you can see if there is a tickbox for the BP event to make it "editor only"

crude pecan
#

looks like you can set it based on whether end PIE was the reason

odd ember
#

good find

crude pecan
#

Also this just lives in a level BP for the level for this tool

#

so if someone puts this in their game.. thats on them ๐Ÿ˜„

#

But thanks for the sounding board ๐Ÿ‘ onward ๐Ÿ”ฅ

tulip mural
#

Hello, is there a way to make an actor interactable only once ? Currently struggling with this, would like to make only one actor activated at a time while making a loop with the three other ones

odd ember
tulip mural
#

oo thanks ๐Ÿ™

steady night
#

hey guys, how do i turn on so i can se my flow when im testing the game ?

#

like thee BPs i can se the actual flow when doing stuff

hexed glade
steady night
#

@hexed glade"Simulations" ?

solemn bramble
hexed glade
steady night
#

yeah

#

but is only says "no debug onjects selected"

hexed glade
steady night
#

well any really

#

says it on all

hexed glade
# steady night well any really

In general. You have to have an instance available in the level for the blueprint when you want to view the flow. So if it is a character, then you need that placed in the level. If it is a controller you need to have it attached to something that is active when you hit play. If it is something that spawns in, I think you can select it later after you've hit play.

steady night
#

ah i se

#

oh i had to press play before selecting the degbug

#

gotcha ๐Ÿ˜›

#

also you know ov any help - sections on discord for newbies ?

#

cant find any

odd ember
#

๐Ÿค”

hexed glade
#

I've mostly used the blueprint section and some others that fit the theme of my questions. Pretty new here myself ๐Ÿ™‚ People here are pretty friendly so just ask around and they'll probably guide you in the right direction.

steady night
#

alrighty

#

ty

hexed glade
#

Got a question here I hope someone can answer. How do you use timers for a function that will activate multiple times before the timer finishes without having the timer refresh (aka, separate timers)? I've tried using delays, but that doesn't seem to work.

odd ember
hexed glade
odd ember
#

each ability has to have its own cooldown timer

hexed glade
odd ember
#

so if you have each ability on its own cooldown timer... you should be fine?

hexed glade
#

I'm just having a bit of trouble finding out how to set up multiple timers from a event (ability activation). Any tips?

odd ember
#

because setting up multiple timers shouldn't be an issue

#

it's just putting them onto the same execution thread

gentle urchin
#

Only 1 ability slot but multiple abilities with different timers? Huh?

#

Just do a timestamp

#

When used

#

You can work out the rest based on time delta and cooldown time

odd ember
#

yeah I'll wait for a better explanation

#

my current take is that you have an architecture that isn't setup properly atm

gentle urchin
#

Yeah thats what i got from it aswell really

#

Then again im clearly missing a lot of context &&

hexed glade
#

Yeah I think I can get it working by using timestamps. Thanks for the advice. In case the explanation helps. I have a single ability slot that you can swap inn and out abilities that, when used goes on cooldown. So when the ability is swapped out it goes back in the array containing all abilities. I have gotten everything to work about the system, just need to fix getting the ability off cooldown.

odd ember
#

before trying to do individual things with abilities

azure night
#

Whats the most elegant way to enter a transition based on an enum? E.g. if the character is jumping, this transition should be true and happen

odd ember
#

code architecture has done be done top down

odd ember
onyx token
#

thank you alot, i'll look for it! v1

steady night
#

hey guys i have a issue ive been tring to solve for ages its quite complicated to explain and (help with i suppose) im following a tutorial doing a inventory / equipmentsystem but ive got some bugg that i cant find the solution for.... look at gif and if u got time to help let me know

#

the weapons work as intended as based on same parent bp
the "breastplate works as intended from the same parent bp as the (shield & helmet) but they dont work and when im equipping the breastplate well you se what happens

mossy perch
#

Need some help
Trying to perform an off-axis fulcrum shift to prevent pop out of objects within a scene which have a positive parallax
But can't figure out a way to get a change on the matrix values, at all -.-

fair magnet
#

what's this thing and how do I make it go away <-<

gentle socket
#

How will something like this compile - will you get the new last index or go out of bounds getting the index you just removed?

fair magnet
gentle socket
#

that's confusing, then the two lines from the "last index" node would return different values

torpid hound
lethal surge
fair magnet
#

Or... have one at all

lethal surge
#

Where is it? What BP class?

fair magnet
#

that's inside a gameplay ability class

#

but I had it in pawns

#

playerstates

#

basically everywhere

lethal surge
#

And itโ€™s during editing or during debugging?

fair magnet
#

during editing blueprints

#

seems to occur at random

lethal surge
#

Thatโ€™s weird. As said you can turn it off in settings.

fair magnet
hexed glade
#

Found out a solution to my ability cooldown trouble and thought I'd share.
I used a basic actor to track the cooldown with a On Destruction effect tied to the event cooldown effect. Thanks for pointing me in the right direction guys ๐Ÿ™‚

azure night
#

[Question] Do enums not automatically get updated across blueprints? I've got my animation blueprint transitions hooked up to enum states, the animations work in the preview window, in game, the enum states are being changed, as I print them to the screen, but the animations do not work?

fair magnet
#

[Answer] Depends on how you have set it up

lethal surge
azure night
fair magnet
azure night
#

How do I get the instance of the enum after the event update animation?

#

Sorry im not sure how to implement that, can you explain how? How do you get the enum value from the other blueprint within the animation blupeprint

fair magnet
#

get that-> cast to whatever class your character is -> get the enum

#

set it

bright harbor
#

so i have a rail grind system, and i know how to make it go backwards, but i need help, how would i make it so it automatically decides if the player should move forward or backwards along the spline?

fair magnet
gentle socket
#

Is it possible to have a local variable work as a reference to a list?

#

so you'd set a local variable to the list of another class

fair magnet
gentle socket
#

On it, one sec

bright harbor
fair magnet
#

might work if you somehow can determine the velocity direction relative to your spline

gentle socket
# fair magnet Further explanation required

I have an object blueprint which has a list of the same object. The idea was to use this object like a node in a tree structure, so each node contains a list of further nodes. I'm now trying to create the tree structure and traverse it without using recursion.

For this I have set up a second class which holds the root node object. Then in this object I would like to have a variable to which I can assign these sublists. For traversal, I would assign to this local variable the list of subnodes that the root node contains, so that after that I could add subnodes to this list.

Then in turn I could assign one of these subnodes to the local variable and alter that list, and so on and so forth

#

but I'm not sure that's possible

fair magnet
#

I'm very unsure what you mean by "list"

gentle socket
#

Currently I'm using a map:

fair magnet
#

like an array?

gentle socket
#

yeah

#

Then for traversal I'd need a local "reference" map like this:

#

and then I'd assign to this local reference the map from the object

fair magnet
#

Literally don't understand o.o
So you Have this map right there...
And you want this map to store multiple references of itself?

gentle socket
#

:s

#

The NestedBinds on the KeyBind object is a map that contains more KeyBind objects

fair magnet
#

yea sure

gentle socket
#

Then I have a second KeybindManager class which contains one KeyBind object, the Root Keybind

fair magnet
#

but why?

gentle socket
#

So that I can create a tree structure with these Objects

fair magnet
#

Why do you need to nest it so much?

#

Can't you just create a "key" value like the buttons you're binding
attached with your keybind object?

gentle socket
#

I'm making some program which contains a fairly large number of keybinds which contain multiple keys

#

and there's lots of keypresses a second

fair magnet
#

So you want to be able to assign multiple keys to one action?

gentle socket
#

For context these are MIDI keys

fair magnet
#

if so just make it a structure give it a name, and array of Keybindings then make this structure an array instead

gentle socket
#

The thing is if you use an array with combinations

#

you'd have to check against all combinations with each press

fair magnet
#

not necessarily

#

if you know which index it is

#

you can just get it

gentle socket
#

So you basically index with a combination of keys?

river herald
#

In player controller i overrided the onpossess function, is there a way to reset to default?

river herald
fair magnet
gentle socket
#

yeah

fair magnet
#

like... idk.. the key that got pressed

#

is a number

gentle socket
#

Yes it's an integer

fair magnet
#

do you know is the very first key

#

0 or 1 ?

gentle socket
#

1-88 for keys

fair magnet
#

no 0 ?

gentle socket
#

probably reserved for something else

fair magnet
#

then you just create like 88 array entries and you're done

#

or 89 I think

#

or you

gentle socket
#

That would work if it weren't key combinations

fair magnet
#

subtract by 1

fair magnet
gentle socket
#

so I'd somehow have to combine these into an index. You can technically do that with a map

#

yeah

river herald
#

I overrided the onpossess function in player controller and now my pawn isn't spawning, its just possessing a camera. I don't know how to undo

fair magnet
#

I don't know if midi works with enhanced input but you should absolutely try using that

ancient siren
#

im trying to make it stop animating when i stop punching, because when i stop it continues the last frame of the animation until i do something else. if you need any more code or a video to show the issue that is completely fine- heres the bp (im new ish btw)

fair magnet
#

it let's you define modifiers and trigger conditions for certain input events

gentle socket
#

Those are just events then?

fair magnet
#

and you can do multiple keys which fire multiple input events

#

(if they don't consume input)

#

then you can bind this action to one or more keys

ancient siren
#

k

gentle socket
#

I think I don't even need that then. The MIDI plugin as is generates events for all sorts of stuff. Like key down, key up, the value of a slider, and so on. Along with a control ID (for the specific key/slider), and a value (how far up, how fast it's been pressed).

I think I can simply keep track of a set of currently held control IDs. Then do something funky like combine these into a string, and use that to index a map of keybinds

#

which will then be a flat map, not a tree

#

sounds good

fair magnet
river herald
#

does no one know how to undo an overridden function?

fair magnet
#

and if it still doesn't work it's something else

#

Something we do not know about tho

river herald
#

When I overid it (onpossess in player controller), it appeared as a event in bp, I deleted that and now at begin play my characters are just cameras

gentle socket
#

Might be one thing left to figure out though. The main reason why I wanted to do a tree first is because in practice you use it as such. e.g. you press one main key, then it displays nested keybinds and you press a follow-up key. With a tree this is easy since you can just get the follow-up keybinds from the list the first key stored. But with a flat list you can't do that as easily (since it's not easy to find the binds which require one more key)

fair magnet
#

have you tried restarting?

gentle socket
#

I need a thinking break

timid thunder
timid thunder
# ancient siren im trying to make it stop animating when i stop punching, because when i stop it...

Hey guys, in today's video, I'm going to be showing you how to create a basic punching and fighting system in which a random animation will play for both punching and receiving a punch, sound effects for punching and dying, and then obviously death and health as well.

Punching Animations: https://drive.google.com/drive/folders/171NtvA1NhXsDLR92...

โ–ถ Play video
ancient siren
#

ty

#

I'll look into it later

timid thunder
ancient siren
#

I sent it in there

trim matrix
#

Hi everyone! do you know how set relative position and make sure object won't overlap?

#

right now i'm spawning 200 spheres using random unit vector, but many of them overlap each other, and i would need to avoid that...

#

(avoid collision)

fair magnet
#

(Note that you still need to create child classes to change specific values)

gentle socket
#

This looks very promising

#

similar to what I had already made myself, I'll have to compare it to see what I have to change

fair magnet
gentle socket
#

Where did you find this?

river herald
#

my game's broken by clicking one button

fair magnet
gentle socket
#

I see

river herald
#

when I click play the games not spawning a character for my player controller to possess, im just a camera, how do i fix this

fair magnet
#

Or even more if you need it

#

Oh I forgot the most important part lol

#

there u go

river herald
#

what's the difference between the target being actor and controller. How do i access the default onpossess function

fair magnet
#

One would think it's the target

honest wolf
#

Hello there. I'm encountering a weird bug and hope someone has experienced this before and can help me resolve this.

No matter what I do, I can't get the Input node to ever get to delete pins / variables, adding seems to work fine. In this example I deleted all Inputs were deleted, the Input node still shows them though.

I tried refreshing nodes, the blueprint, all blueprints, 4.26, 4.27 and 5.00 P2. I can still connect the non-existing nodes and compile just fine. It will obviously crash though when hitting play.

fair magnet
honest wolf
#

Yeah.

fair magnet
#

what if you copy n paste the function?

honest wolf
#

You can't paste an input node.

fair magnet
#

yea but the entire function

honest wolf
#

Ah, I see. Yeah, that seems to work. Thanks for the tip!

#

Odd

trim matrix
river herald
#

Where do i find the function for spawning default pawn on begin play?

trim matrix
#

how do you get that node?

fair magnet
odd ember
#

right click on pin > split

trim matrix
# fair magnet *

alright done. my issue is i can't connect the list of objects to the "get world location"

#

mine are static mesh component

trim matrix
fair magnet
#

yea but what's the target pin? like show what's it connected to

trim matrix
#

to the output "array element"

#

*from

fair magnet
#

o.o

trim matrix
#

i tried

#

but it says static mesh component object reference not compatible

thin panther
#

drag off of get static mesh component and use get world location

keen wedge
#

Hi all, my flappy bird clone is almost complete... one last thing I want to add is the rotation on the bird when the player taps (rotates upwards to 20 Y axis), and the rotation downwards when the player isn't tapping (rotates downward -90 Y axis).

I'm trying to work out the best way to do this... I've tried a LERP but it didn't really work (maybe I am using it wrong), it never seemed to get to the full 20 degrees unless I was spamming the button really fast.

I've also tried without a LERP and just setting some arbitrary values, adding these to a temporary rotation (float) variable, multiplying by delta time and then setting the rotation. This seemed to get me closer to the result I wanted but I couldn't seem to get both the upward and downward rotation to work as expected with this approach.

Any thoughts on a suitable approach? Perhaps something I've not thought of that would be more straight forward?

hushed pewter
#

The print string is giving me the right segments of string, but after its converted into text var the first two "Sets" are blank. But only the 2nd time

#

Even when the print is connected to the to text it works

mellow folio
#

But it doesnโ€™t

keen wedge
mellow folio
#

Why multiplying by velocity

#

Also, make sure shortest route is on

faint pasture
keen wedge
#

MapRangedClamped

#

?

faint pasture
#

Yes

#

Map what z velocity you want to corrosponds to what angle and hit it on tick

#

So it doesn't respond to the tap, it responds to the actual velocity, which gets a bump whenever you tap

keen wedge
mellow folio
#

Post pics

keen wedge
# mellow folio Post pics

I can, but its a bit of a shit show at the moment as I've been trying different things and its a mess... will see if I can declutter it a bit...

faint pasture
#

That's all you need. Plug velocity Z into the input and select what velocities you want to map to what angles and then set the pitch

keen wedge
#

There's not really a "range" for that

#

?

faint pasture
#

Call it 1 and -1 then

#

But it'll look a lot better if it's like 100 and -100 so it doesn't snap and smoothly rotates at the peak of the trajectory but you do what you want

#

Try these inputs.
Velocity.Z
100
-100
30
-30

#

Then tune to taste

keen wedge
faint pasture
#

It goes into whichever rotation you want the thing to rotate around, I don't know if you're pitching, or rolling. Just plug it into something and see what happens. I'll take you two seconds

faint pasture
#

This is just a function that transforms velocity into an angle. You pick what velocity corresponds to what angle and then plug it into a make rotator and set the rotation

#

It's basically a remappable linear transformation. Very useful all over the place in games

keen wedge
#

I can't quite see how it gets the "20" and the "-90" from this?

#

(yet seems to be almost spot on, albeit a little snappy)

faint pasture
#

The first input is the actual input value you're reading, the second and third are the min and Max for that that you want to consider, and the fourth and 5th are what outputs you want to map to those.

#

So what the numbers I gave you, an input of 100 would result in an output of 30

#

And an input of -100 would result in an output of negative 30, and in between, it would interpolate

#

If it's too snappy, make the input range bigger.

keen wedge
faint pasture
#

But if your velocity is instantly changing, your angle will also instantly change. If you want it to lag behind you will have to do an interp to.

keen wedge
faint pasture
#

Get this remap range working and then if you want it to lag, you can use the output of this remap range as Target angle, and then interpolate towards Target angle with a finterpto

#

This should be the only thing touching your bird rotation.

keen wedge
#

Yeah, it is... but it doesn't end up -90 degrees vertically etc... changed the second out to -90 to see what would happen, gives me the vertical fall, but the bird now starts off pointing towards the floor a bit...

#

(when it has zero velocity)

#

(main menu screen)

faint pasture
#

Yeah so think about it. You want zero to map to zero, so if you have uneven outputs, you want an uneven input range as well.

hollow gorge
#

How can I delete variables from the output node of a custom function? I can add variables but don't see an "x" or remove option

#

ah solved it, I have to delete the return node and just add a new one

keen wedge
faint pasture
#

Making it take a higher downward velocity to reach negative 90ยฐ

keen wedge
#

Slowly getting closer, but it does nose dive a little too fast...

#

these however are much better...

#

out of interest... at the moment I'm only plugging in the birds velocity, this is being run in Tick... do I not need to plug in the delta time at all?

scenic kindle
#

any reason why this cast is failing?

#

but this one isn't?

grand valve
#

Because the save is a playsavegame object not a customizationsavegame

scenic kindle
#

so i have to save them to two different slots?

grand valve
#

If they are two different objects yea

#

You can combine the classes if you want

#

Wherever you are creating and saving your save game, you see creating one of a certain class, in this case it seems to be playsavegame

scenic kindle
#

yes, before I switch levels, i overwrite "Save" with playsavegame

grand valve
#

Yea so by definition, the saved slot at "save" becomes a playsavegame, therefore cant be the other one

scenic kindle
#

so should I save the other one to a different slot, or just move the variables over to playsavegame?

grand valve
#

Its up to you, at that points its just a organizational thing, but you'll need to do one of those

#

Easiest is to save the other one to a different slot

scenic kindle
#

ok thanks. i didn't know save game slots were object-oriented

grand valve
#

Yea, there a little different because you load them from a string path, and then need to cast them to their proper class, so you do need to keep track of what class you're saving with what name.

scenic kindle
#

because it's a string, the fact that it's case sensitive gets annoying at times

keen wedge
#

when I did something similar I created a couple of structs.... one for the player data, and one for the game data.... wrapped them both in a further struct and then saved that

grand valve
#

Hmm, is it here? I didnt know that..

scenic kindle
#

that might help

keen wedge
#

from memory, it was something like this:

BP_SaveData (inherits SaveGame)

  • PlayerData (structure)
  • GameData (structure)

each of those structures you can then add your own properties too as necessary etc

faint pasture
#

You'd need delta time if you were doing some time dependent thing like an finterpto

#

This is just a simple function. You could just as easily do angle = velocity/3 or whatever

grand valve
#

You can also promote the save name to variable that way you'll never have a mismatch between load from slot and save to slot as long as the variable is plugged in

keen wedge
# faint pasture Nope.

Its much better, so thank you for getting me this far @faint pasture , the only minor niggle I have now is that, when I output the velocity the maximum value I see is 314... so it would make sense to set that as the first input, so it correspond with the 20 degrees...

faint pasture
#

If that's what you want then go for it

keen wedge
#

but working it then backwards, from the -90, would give me a velocity of -1413, which I never reach...

#

so, I either have not quite reaching 20 degrees up, or, not quite reaching -90 degrees down...

faint pasture
#

It clamps.

keen wedge
#

(in order to keep the inputs balanced so that they can zero out)

#

Oh, so the "actual" velocities dont matter so much?

faint pasture
#

I mean if you give an input outside of the range, it'll clamp to the range.

keen wedge
#

ok, so in that case I'd be better of working out the negative velocity for the -90 I think... plug those in more accurately, then use whatever the ratio is between those to establish the value for the 20 degrees... (I think)

faint pasture
#

Ok give numbers. You want what velocity to map to +20 and what velocity to map to -90?

keen wedge
#

I apply an impulse (calculated based on the gravity and enough force to get a specific height) of 331.299988... BUT... when I output the velocity, the max value I'm seeing is 314... I suspect this is because gravity has already been applied for that first tick?

Assuming so... 314 would be for the 20 degrees "up"

keen wedge
#

max downward velocity is a bit trickier to tell, as the higher put the screen the player is, the more it will be... in the original game however, it will often already reach -90 degrees before it gets to the floor, so guessing the value is capped in some way..

faint pasture
#

Try this

keen wedge
#

(doubling the values seemed seemed to keep that zero point that was needed etc)

faint pasture
#

Try 100 ->20 and -450 -> -90

keen wedge
#

I would say thats pretty much perfect!

#

multiples of 5 on that one yeah?

faint pasture
#

So what it's doing there since this is map range clamped, is there anything above 100 still maps to 20

#

Anything below -450 maps to 90, and I pick those numbers so zero maps to zero so it's horizontal at the peak

keen wedge
#

big hugs ๐Ÿ™‚

#

thank you sooo much for taking the time to help me out with this (not the first time you've helped me I know)...

hollow gorge
#

Hello, is there a way to make the "slots panel" grow elements / push elements to the opposite side?

#

it's currently growing [new] -> [old] I'd like it to be [old] <- [new] instead

odd ember
#

is this a #umg question?

trim matrix
#

Why does my trace go thought the character even though ive set it to respond to hit events on camera and visible?

odd ember
# trim matrix

both collisions need to have the same value. so whatever your trace is, it needs to be blocked by the mesh

half tulip
#

How can I learn what fancy blueprint words like "Transform" mean and what it's used for?

#

Roughly how many months does it take to learn all the Math API References? I'm also not very good at math but want to learn how to use blueprints

#

I feel overwelmed by how many Blueprint API reference there is will it take forever to learn all the available nodes?

odd ember
#

how long it takes to learn it is depending on your own ability

half tulip
#

I should of stayed at school longer to learn the math terms ๐Ÿคฆโ€โ™‚๏ธ

odd ember
#

there's also a distinction in how well you can use blueprints. almost anyone can come in and do basic prototype work

#

but if you want to do something more substantial, and have something that needs to be more polished for a game release, you'll need a more thorough understanding of programming

#

math in a general sense is just a small part of what blueprints are. most of the time you're dealing with discrete logic

half tulip
#

I just want to become proficient enough in blueprints that I can intergrate marketplace assets together and also create my own logic

#

I will pay $1000 to accomplish this proficiency

odd ember
#

that's a very broad statement. marketplace assets don't come in just one variety, and you'll find that some are much more polished than others

half tulip
#

I want to be able to call myself a developer and not just a designer

half tulip
odd ember
#

a "developer" won't just stick with blueprints, they'll delve deeper inside the cpp code that constitute blueprints

#

and equally, a developer will have to have a more thorough understanding of system architecture at a high level, and core optimizations at a low level

half tulip
#

I feel like being profecient in blueprints is enough to earn yourself the "developer" title as it is still a form of programming.

#

Some developers are just more advanced than others

odd ember
#

you can call yourself what you want. but will people hire you as a developer? unlikely

half tulip
#

I think you are underplaying the doors that being proficient in blueprints opens

#

you can make a whole game in blueprints without touching CPP

odd ember
#

I don't personally know of any studios that hire people as developers for blueprint only work, and I work in the industry

half tulip
#

I'm not really interested in working in the industry. I am going the indie route

odd ember
#

well then call yourself whatever you want

#

at the end of the day your title matters less than the work you are able to put forward

half tulip
#

not really... i don't like to give myself a Title that i haven't earned, it's distasteful. Indie's have standards too

odd ember
#

well that's your prerogative. do what you like.

#

if you're not worried about getting hired anywhere there's nothing to hold you back

half tulip
#

I have respect for my fellow Indies who have learned blueprints and have become profecient in it, so I won't call myself a dev until I am profecient enough in blueprint that i don't have to rely on outside assistance for putting my games logic together

faint pasture
faint pasture
thin panther
#

you never stop googling things

faint pasture
#

True.

odd ember
#

start by mining your own ore

thin panther
#

i mean thats the only logical route nowadays

half tulip
thin panther
#

government cant track me if i make my own

thin panther
odd ember
#

hope you're good with circuits

half tulip